本文整理汇总了C++中idDict::GetString方法的典型用法代码示例。如果您正苦于以下问题:C++ idDict::GetString方法的具体用法?C++ idDict::GetString怎么用?C++ idDict::GetString使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类idDict
的用法示例。
在下文中一共展示了idDict::GetString方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CreateTimer
void CStimResponseCollection::CreateTimer(const idDict& args, const CStimPtr& stim, int index)
{
CStimResponseTimer* timer = stim->GetTimer();
timer->m_Reload = args.GetInt(va("sr_timer_reload_%u", index) , "-1");
idStr str = args.GetString(va("sr_timer_type_%u", index), "");
timer->m_Type = (str == "RELOAD") ? CStimResponseTimer::SRTT_RELOAD : CStimResponseTimer::SRTT_SINGLESHOT;
args.GetString(va("sr_timer_time_%u", index), "0:0:0:0", str);
TimerValue val = CStimResponseTimer::ParseTimeString(str);
// if timer is actually set
if (val.Time.Hour || val.Time.Minute || val.Time.Second || val.Time.Millisecond)
{
// TODO: Return a bool here so that the outer function knows not to add this to m_Stim in the collection?
stim->AddTimerToGame();
timer->SetTimer(val.Time.Hour, val.Time.Minute, val.Time.Second, val.Time.Millisecond);
// timer starts on map startup by default, otherwise wait for start
if (!args.GetBool(va("sr_timer_waitforstart_%u", index), "0"))
{
timer->Start(static_cast<unsigned long>(sys->GetClockTicks()));
}
}
}
示例2: ParseFromDict
void Setting::ParseFromDict(const idDict& dict, int level, int index)
{
isValid = true; // in dubio pro reo
// Get the classname, target spawnarg and argument
className = dict.GetString(va(PATTERN_CLASS, level, index));
spawnArg = dict.GetString(va(PATTERN_CHANGE, level, index));
argument = dict.GetString(va(PATTERN_ARG, level, index));
// Parse the application type
appType = EAssign;
if (!argument.IsEmpty())
{
// Check for ignore argument
if (argument == APPTYPE_IGNORE)
{
appType = EIgnore;
argument.Empty(); // clear the argument
}
else if (argument.Find(' ') != -1)
{
// greebo: We have a space in the argument, hence it cannot be
// a mathematical operation. This usually applies to vector arguments
// like '-205 10 20', which can contain a leading minus sign.
}
// Check for special modifiers
else if (argument[0] == '+')
{
appType = EAdd;
// Remove the first character
argument = idStr(argument, 1, argument.Length());
}
else if (argument[0] == '*')
{
appType = EMultiply;
// Remove the first character
argument = idStr(argument, 1, argument.Length());
}
else if (argument[0] == '-')
{
appType = EAdd;
// Leave the "-" sign, it will be the sign of the parsed int
}
}
if (spawnArg.IsEmpty())
{
// Spawnarg must not be empty
isValid = false;
}
// classname can be empty (this is valid for entity-specific difficulties)
}
示例3: Setup
END_CLASS
/*
================
sdVehicleJointAimer::Setup
================
*/
bool sdVehicleJointAimer::Setup( sdTransport* _vehicle, const angleClamp_t& yaw, const angleClamp_t& pitch, const idDict& ikParms ) {
joint = INVALID_JOINT;
if ( !sdVehicleIKSystem::Setup( _vehicle, yaw, pitch, ikParms ) ) {
return false;
}
yawSound = NULL;
if ( clampYaw.sound != NULL ) {
yawSound = vehicle->GetMotorSounds().Alloc();
yawSound->Start( clampYaw.sound );
}
pitchSound = NULL;
if ( clampPitch.sound != NULL ) {
pitchSound = vehicle->GetMotorSounds().Alloc();
pitchSound->Start( clampPitch.sound );
}
idAnimator* animator = vehicle->GetAnimator();
joint = animator->GetJointHandle( ikParms.GetString( "joint" ) );
if ( joint == INVALID_JOINT ) {
return false;
}
animator->GetJointTransform( joint, gameLocal.time, baseAxis );
angles = baseAxis.ToAngles();
const char* weapon2Name = ikParms.GetString( "weapon2" );
if ( *weapon2Name ) {
weapon2 = _vehicle->GetWeapon( weapon2Name );
if ( !weapon2 ) {
gameLocal.Warning( "sdVehicleIKSystem::Setup Invalid Weapon '%s'", weapon2Name );
return false;
}
} else {
weapon2 = NULL;
}
return true;
}
示例4: GetInheritanceChain
DifficultySettings::InheritanceChain DifficultySettings::GetInheritanceChain(const idDict& dict)
{
std::string className = dict.GetString("classname");
// stgatilov: Look the class name up in the chains cache
InheritanceChainsMap::iterator it = _inheritanceChains.find(className);
if (it != _inheritanceChains.end())
return it->second;
InheritanceChain inheritanceChain;
// Add the classname itself to the end of the list
inheritanceChain.push_back(className);
// greebo: Extract the inherit value from the raw declaration text,
// as the "inherit" key has been removed in the given "dict"
for (std::string inherit = GetInheritValue(className);
!inherit.empty();
inherit = GetInheritValue(inherit))
{
// Has parent, add to list
inheritanceChain.push_back(inherit);
}
// stgatilov: reverse the chain so that parents go first
std::reverse(inheritanceChain.begin(), inheritanceChain.end());
// stgatilov: save the chain in cache
_inheritanceChains[className] = inheritanceChain;
return inheritanceChain;
}
示例5: ApplySettings
void DifficultySettings::ApplySettings(idDict& target)
{
std::string eclass = target.GetString("classname");
if (eclass.empty()) {
return; // no classname, no rules
}
// greebo: First, get the list of entity-specific difficulty settings from the dictionary
// Everything processed here will be ignored in the second run (where the default settings are applied)
idList<Setting> entSettings = Setting::ParseSettingsFromDict(target, _level);
DM_LOG(LC_DIFFICULTY, LT_DEBUG)LOGSTRING("Found %d difficulty settings on the entity %s.\r", entSettings.Num(), target.GetString("name"));
// Apply the settings one by one
for (int i = 0; i < entSettings.Num(); i++)
{
DM_LOG(LC_DIFFICULTY, LT_DEBUG)LOGSTRING("Applying entity-specific setting: %s => %s.\r", entSettings[i].spawnArg.c_str(), entSettings[i].argument.c_str());
entSettings[i].Apply(target);
}
// Second step: apply global settings
// Get the inheritancechain for the given target dict
const InheritanceChain &inheritanceChain = GetInheritanceChain(target);
// Go through the inheritance chain front to back and apply the settings
for (InheritanceChain::const_iterator c = inheritanceChain.begin(); c != inheritanceChain.end(); ++c)
{
std::string className = *c;
// Process the list of default settings that apply to this entity class,
// but ignore all keys that have been addressed by the entity-specific settings.
for (SettingsMap::iterator i = _settings.find(className);
i != _settings.upper_bound(className) && i != _settings.end();
++i)
{
Setting& setting = i->second;
bool settingApplicable = true;
// Check if the spawnarg has been processed in the entity-specific settings
for (int k = 0; k < entSettings.Num(); k++)
{
if (entSettings[k].spawnArg == setting.spawnArg)
{
// This target spawnarg has already been processed in the first run, skip it
DM_LOG(LC_DIFFICULTY, LT_DEBUG)LOGSTRING("Ignoring global setting: %s => %s.\r", setting.spawnArg.c_str(), setting.argument.c_str());
settingApplicable = false;
break;
}
}
if (settingApplicable)
{
// We have green light, apply the setting
DM_LOG(LC_DIFFICULTY, LT_DEBUG)LOGSTRING("Applying global setting: %s => %s.\r", setting.spawnArg.c_str(), setting.argument.c_str());
setting.Apply(target);
}
}
}
}
示例6: InitFromSpawnargs
void CStimResponseCollection::InitFromSpawnargs(const idDict& args, idEntity* owner)
{
if (owner == NULL)
{
DM_LOG(LC_STIM_RESPONSE, LT_ERROR)LOGSTRING("Owner set to NULL is not allowed!\r");
return;
}
idStr name;
for (int i = 1; /* in-loop break */; ++i)
{
idStr name = va("sr_class_%u", i);
DM_LOG(LC_STIM_RESPONSE, LT_DEBUG)LOGSTRING("Looking for %s\r", name.c_str());
idStr str;
if (!args.GetString(name, "X", str))
{
break;
}
char sr_class = str[0];
if (ParseSpawnArg(args, owner, sr_class, i) == false)
{
break;
}
}
}
示例7: ParseSpawnargs
void CInventoryItem::ParseSpawnargs(const idDict& spawnArgs)
{
m_Persistent = spawnArgs.GetBool("inv_persistent", "0");
m_LightgemModifier = spawnArgs.GetInt("inv_lgmodifier", "0");
m_MovementModifier = spawnArgs.GetFloat("inv_movement_modifier", "1");
m_FrobDistanceCap = spawnArgs.GetFloat("inv_frob_distance_cap", "-1");
m_Icon = spawnArgs.GetString("inv_icon", "");
}
示例8: Init
/*
================
sdRequirementCheck_Ability::Check
================
*/
void sdRequirementCheck_Ability::Init( const idDict& parms ) {
const char* abilityValue = parms.GetString( "value" );
if ( !*abilityValue ) {
gameLocal.Error( "sdRequirementCheck_Ability::Init No 'value' key specified" );
}
abilityHandle = sdRequirementManager::GetInstance().RegisterAbility( abilityValue );
}
示例9: UpdateClientFromServerInfo
/*
============
sdGameRulesStopWatch::UpdateClientFromServerInfo
============
*/
void sdGameRulesStopWatch::UpdateClientFromServerInfo( const idDict& serverInfo, bool allowMedia ) {
sdGameRules::UpdateClientFromServerInfo( serverInfo, allowMedia );
idStr mapName = serverInfo.GetString( "si_map" );
if( mapName.IsEmpty() ) {
return;
}
mapName.StripFileExtension();
using namespace sdProperties;
// update status
if ( sdUserInterfaceScope* scope = gameLocal.globalProperties.GetSubScope( "campaignInfo" ) ) {
const idDict* metaData = gameLocal.mapMetaDataList->FindMetaData( mapName, &gameLocal.defaultMetaData );
if( allowMedia ) {
const sdDeclMapInfo* mapInfo = gameLocal.declMapInfoType.LocalFind( metaData->GetString( "mapinfo", "_default" ) );
// setup the backdrop
if ( sdProperty* property = scope->GetProperty( "backdrop", PT_STRING ) ) {
*property->value.stringValue = mapInfo->GetData().GetString( "mtr_backdrop", "guis/assets/black" );
}
const char* status = "current";
if( winningTeam != NULL ) {
status = winningTeam->GetLookupName();
}
SetupLoadScreenUI( *scope, status, true, 1, *metaData, mapInfo );
}
// setup the name
if ( sdProperty* property = scope->GetProperty( "name", PT_WSTRING ) ) {
*property->value.wstringValue = va( L"%hs", metaData->GetString( "pretty_name" ) );
}
if ( sdProperty* property = scope->GetProperty( "numMaps", PT_FLOAT ) ) {
*property->value.floatValue = 1.0f;
}
if ( sdProperty* property = scope->GetProperty( "currentMap", PT_FLOAT ) ) {
*property->value.floatValue = 1.0f;
}
idWStr text;
if( timeToBeat > 0 ) {
idWStr::hmsFormat_t format;
format.showZeroMinutes = true;
idWStrList args( 1 );
args.Append( idWStr::MS2HMS( timeToBeat, format ) );
text = common->LocalizeText( "guis/mainmenu/timetobeat", args );
}
// setup the status
if ( sdProperty* property = scope->GetProperty( "ruleStatus", PT_WSTRING ) ) {
*property->value.wstringValue = text;
}
}
}
示例10: LoadData
/*
================
sdVehiclePosition::LoadData
================
*/
void sdVehiclePosition::LoadData( const idDict& dict ) {
requirements.Load( dict, "require" );
const char* tipName = dict.GetString( "tt_blocked" );
if ( *tipName ) {
blockedTip = gameLocal.declToolTipType[ tipName ];
}
maxViewOffset = dict.GetFloat( "max_view_offset", "0.f" );
viewOffsetRate = dict.GetFloat( "view_offset_rate", "0.f" );
if ( maxViewOffset ) {
viewOffsetRate /= maxViewOffset;
}
const char* attachJointName = dict.GetString( "joint_attach" );
if ( !*attachJointName ) {
attachJointName = "origin";
}
attachAnim = dict.GetString( "player_anim", "VehicleDefault" );
showPlayer = dict.GetBool( "show_player" );
minZfrac = dict.GetFloat( "min_z_frac", "-2.f" );
ejectOnKilled = dict.GetBool( "use_fallback" );
takesDamage = dict.GetBool( "take_damage" );
playerHeight = dict.GetFloat( "player_height" );
allowWeapon = dict.GetBool( "allow_weapon" );
allowAdjustBodyAngles = dict.GetBool( "adjust_body_angles" );
resetViewOnEnter = dict.GetBool( "reset_view_on_enter", "1" );
damageScale = dict.GetFloat( "damage_scale", "1" );
playerStance = dict.GetBool( "player_stance_crouch" ) ? PS_CROUCH : PS_NORMAL;
const char* iconJointName = dict.GetString( "joint_icon" );
if ( *iconJointName != '\0' ) {
iconJoint = transport->GetAnimator()->GetJointHandle( iconJointName );
} else {
iconJoint = INVALID_JOINT;
}
const idKeyValue* kv = NULL;
while ( kv = dict.MatchPrefix( "ability", kv ) ) {
abilities.Add( kv->GetValue() );
}
attachJoint = transport->GetAnimator()->GetJointHandle( attachJointName );
if ( attachJoint == INVALID_JOINT ) {
gameLocal.Warning( "sdVehiclePosition::LoadData Joint \"%s\" does not exist in vscript %s", attachJointName, transport->GetVehicleScript()->GetName() );
}
cockpitName = dict.GetString( "cockpit", "" );
const char* statName = dict.GetString( "stat_name" );
if ( *statName ) {
sdStatsTracker& tracker = sdGlobalStatsTracker::GetInstance();
statTimeSpent = tracker.GetStat( tracker.AllocStat( va( "%s_time_spent", statName ), sdNetStatKeyValue::SVT_INT ) );
} else {
gameLocal.Warning( "Missing Stat Name on '%s'", name.c_str() );
}
}
示例11: Set
//
// Set()
//
void hhReactionDesc::Set(const idDict &keys) {
cause = StrToCause(keys.GetString("cause"));
effect = StrToEffect(keys.GetString("effect"));
flags = 0;
effectRadius = keys.GetFloat("effect_radius","-1.0f");
effectMinRadius = keys.GetFloat("effect_min_radius","0.0f");
if(keys.GetBool("snap_to_point")) {
flags |= flag_SnapToPoint;
}
if(keys.GetBool("effect_all_players")) {
flags |= flag_EffectAllPlayers;
}
if(keys.GetBool("effect_all_monsters")) {
flags |= flag_EffectAllMonsters;
}
if(keys.GetBool("req_novehicle")) {
flags |= flagReq_NoVehicle;
}
if(keys.GetBool("exclusive")) {
flags |= flag_Exclusive;
}
if(keys.GetBool("effect_listener")) {
flags |= flag_EffectListener;
}
if(keys.GetBool("anim_face_cause_dir")) {
flags |= flag_AnimFaceCauseDir;
}
if(keys.GetBool("anim_trigger_cause")) {
flags |= flag_AnimTriggerCause;
}
idStr keyString("");
if(keys.GetString("req_key", "", keyString)) {
if(keyString.Length() > 1) {
flags |= flagReq_KeyValue;
int firstSpace = keyString.Find(' ');
if( firstSpace >= 0 ) {
key = keyString.Left( firstSpace);
keyVal = keyString.Right( keyString.Length() - firstSpace -1);
}
}
else
gameLocal.Error("Invalide key for 'reaction_req_ley' value: %s", (const char*)keyString);
}
//MDC begin
keyString.Empty();
if( keys.GetString( "finish_key", "", keyString)) {
if( keyString.Length() > 1 ) {
int firstSpace = keyString.Find(' ');
if( firstSpace >= 0 ) {
finish_key = keyString.Left( firstSpace );
finish_val = keyString.Right( keyString.Length() - firstSpace - 1 );
}
}
}
//MDC end
idStr animString("");
if(keys.GetString("req_anim", "", animString)) {
flags |= flagReq_Anim;
anim = animString;
}
if(keys.GetBool("req_rangeattack")) {
flags |= flagReq_RangeAttack;
}
if(keys.GetBool("req_meleeattack")) {
flags |= flagReq_MeleeAttack;
}
if(keys.GetBool("req_can_see")) {
flags |= flagReq_CanSee;
}
if(keys.GetBool("req_telepathic") || cause == hhReactionDesc::Cause_Telepathic_Throw || cause == hhReactionDesc::Cause_Telepathic_Trigger) {
flags |= flagReq_Telepathic;
}
// Effect volumes
effectVolumes.Clear();
const idKeyValue *kv = keys.MatchPrefix("effect_volume", NULL);
while(kv) {
idStr effectVolName = kv->GetValue();
if(effectVolName.Length() > 0) {
idEntity *e = gameLocal.FindEntity(effectVolName.c_str());
if(!e) {
gameLocal.Error("Failed to find effect_volume named %s", effectVolName.c_str());
}
if(!e->IsType(hhReactionVolume::Type)) {
gameLocal.Error("effect_volume named %s was of incorrect spawn type. Must be hhReactionVolume", effectVolName.c_str());
}
//.........这里部分代码省略.........
示例12: ParseSpawnArg
bool CStimResponseCollection::ParseSpawnArg( const idDict &args, idEntity *owner, const char sr_class, int index ) {
bool rc = false;
idStr str;
CStimPtr stim;
CResponsePtr resp;
CStimResponsePtr sr;
StimState state( SS_DISABLED );
StimType typeOfStim;
// Check if the entity contains either a stim or a response.
if( sr_class != 'S' && sr_class != 'R' ) {
DM_LOG( LC_STIM_RESPONSE, LT_ERROR )LOGSTRING( "Invalid sr_class value [%s]\r", str.c_str() );
goto Quit;
}
// Get the id of the stim/response type so we know what sub-class to create
args.GetString( va( "sr_type_%u", index ), "-1", str );
// This is invalid as an entity definition
if( str == "-1" ) {
sr.reset();
goto Quit;
}
// If the first character is alphanumeric, we check if it
// is a known id and convert it.
/* StimType */ typeOfStim = ST_DEFAULT;
if( ( str[0] >= 'a' && str[0] <= 'z' )
|| ( str[0] >= 'A' && str[0] <= 'Z' ) ) {
// Try to recognise the string as known Stim type
typeOfStim = CStimResponse::GetStimType( str );
// If the string hasn't been found, we have id == ST_DEFAULT.
if( typeOfStim == ST_DEFAULT ) {
DM_LOG( LC_STIM_RESPONSE, LT_ERROR )LOGSTRING( "Invalid sr_type id [%s]\r", str.c_str() );
sr.reset();
goto Quit;
}
} else if( str[0] >= '0' && str[0] <= '9' ) { // Is it numeric?
typeOfStim = ( StimType ) atol( str.c_str() );
} else { // neither a character nor a number, thus it is invalid.
DM_LOG( LC_STIM_RESPONSE, LT_ERROR )LOGSTRING( "Invalid sr_type id [%s]\r", str.c_str() );
sr.reset();
goto Quit;
}
if( sr_class == 'S' ) {
stim = CreateStim( owner, typeOfStim );
if( stim == NULL ) { // grayman #2862
goto Quit; // nasty goto!!
}
sr = stim;
} else if( sr_class == 'R' ) {
resp = CreateResponse( owner, typeOfStim );
sr = resp;
}
// Set stim response type
sr->m_StimTypeId = typeOfStim;
// Set stim response name string
sr->m_StimTypeName = str;
// Read stim response state from the def file
state = static_cast<StimState>( args.GetInt( va( "sr_state_%u", index ), "1" ) );
sr->SetEnabled( state == SS_ENABLED );
sr->m_Chance = args.GetFloat( va( "sr_chance_%u", index ), "1.0" );
// A stim also may have a radius
if( sr_class == 'S' ) {
stim->m_Radius = args.GetFloat( va( "sr_radius_%u", index ), "0" );
stim->m_RadiusFinal = args.GetFloat( va( "sr_radius_final_%u", index ), "-1" );
stim->m_FallOffExponent = args.GetInt( va( "sr_falloffexponent_%u", index ), "0" );
stim->m_bUseEntBounds = args.GetBool( va( "sr_use_bounds_%u", index ), "0" );
stim->m_bCollisionBased = args.GetBool( va( "sr_collision_%u", index ), "0" );
stim->m_Velocity = args.GetVector( va( "sr_velocity_%u", index ), "0 0 0" );
stim->m_Bounds[0] = args.GetVector( va( "sr_bounds_mins_%u", index ), "0 0 0" );
stim->m_Bounds[1] = args.GetVector( va( "sr_bounds_maxs_%u", index ), "0 0 0" );
// set up time interleaving so the stim isn't fired every frame
stim->m_TimeInterleave = args.GetInt( va( "sr_time_interval_%u", index ), "0" );
// greebo: Add fuzzyness to the timer (ranging from 0.9 - 1.3);
stim->m_TimeInterleave = static_cast<int>( stim->m_TimeInterleave * ( 0.9f + gameLocal.random.RandomFloat() * 0.4f ) );
// userfriendly stim duration time
stim->m_Duration = args.GetInt( va( "sr_duration_%u", index ), "0" );
stim->m_Magnitude = args.GetFloat( va( "sr_magnitude_%u", index ), "1.0" );
stim->m_MaxFireCount = args.GetInt( va( "sr_max_fire_count_%u", index ), "-1" );
// Check if we have a timer on this stim.
CreateTimer( args, stim, index );
} else { // this is only for responses
sr->m_ChanceTimer = args.GetInt( va( "sr_chance_timeout_%u", index ), "-1" );
resp->m_NumRandomEffects = args.GetInt( va( "sr_random_effects_%u", index ), "0" );
// Get the name of the script function for processing the response
args.GetString( "sr_script_" + str, "", str );
resp->m_ScriptFunction = str;
// Try to identify the ResponseEffect spawnargs
int effectIdx = 1;
while( effectIdx > 0 ) {
// Try to find a string like "sr_effect_2_1"
args.GetString( va( "sr_effect_%u_%u", index, effectIdx ), "", str );
if( str.IsEmpty() ) {
// Set the index to negative values to end the loop
effectIdx = -1;
} else {
// Assemble the postfix of this effect for later key/value lookup
// This is passed to the effect script eventually
DM_LOG( LC_STIM_RESPONSE, LT_DEBUG )LOGSTRING( "Adding response effect\r" );
resp->AddResponseEffect( str, va( "%u_%u", index, effectIdx ), args );
effectIdx++;
}
}
//.........这里部分代码省略.........
示例13: ApplyDifficultySettings
void DifficultyManager::ApplyDifficultySettings(idDict& target)
{
DM_LOG(LC_DIFFICULTY, LT_INFO)LOGSTRING("Applying difficulty settings to entity: %s.\r", target.GetString("name"));
_globalSettings[_difficulty].ApplySettings(target);
}
示例14: InhibitEntitySpawn
bool DifficultyManager::InhibitEntitySpawn(const idDict& target) {
bool isAllowed(true);
// Construct the key ("diff_0_spawn")
idStr key = va("diff_%d_nospawn", _difficulty);
// The entity is allowed to spawn by default, must be set to 1 by the mapper
isAllowed = !target.GetBool(key, "0");
DM_LOG(LC_DIFFICULTY, LT_INFO)LOGSTRING("Entity %s is allowed to spawn on difficulty %i: %s.\r", target.GetString("name"), _difficulty, isAllowed ? "YES" : "NO");
// Tels: #3223: See if this entity should spawn this time
float random_remove = target.GetFloat( "random_remove", "1.1");
float random_value = gameLocal.random.RandomFloat();
if (random_remove < random_value)
{
isAllowed = false;
DM_LOG(LC_ENTITY, LT_INFO)LOGSTRING("Removing entity %s due to random_remove %f < %f.\r", target.GetString("name"), random_remove, random_value);
}
// Return false if the entity is allowed to spawn
return !isAllowed;
}
示例15: InitFromSpawnArgs
void Conversation::InitFromSpawnArgs( const idDict &dict, int index ) {
idStr prefix = va( "conv_%d_", index );
// A non-empty name is mandatory for a conversation
if( !dict.GetString( prefix + "name", "", _name ) || _name.IsEmpty() ) {
// No conv_N_name spawnarg found, bail out
_isValid = false;
return;
}
// Parse "global" conversation settings
_talkDistance = dict.GetFloat( prefix + "talk_distance", "60" );
// Parse participant actors
// Check if this entity can be used by others.
idStr actorPrefix = prefix + "actor_";
for( const idKeyValue *kv = dict.MatchPrefix( actorPrefix ); kv != NULL; kv = dict.MatchPrefix( actorPrefix, kv ) ) {
// Add each actor name to the list
DM_LOG( LC_CONVERSATION, LT_DEBUG )LOGSTRING( "Adding actor %s to conversation %s.\r", kv->GetValue().c_str(), _name.c_str() );
_actors.AddUnique( kv->GetValue() );
}
DM_LOG( LC_CONVERSATION, LT_DEBUG )LOGSTRING( "Conversation %s has %d actors.\r", _name.c_str(), _actors.Num() );
if( _actors.Num() == 0 ) {
_isValid = false; // no actors, no conversation
gameLocal.Warning( "Ignoring conversation %s as it has no actors.", _name.c_str() );
return;
}
// Start parsing the conversation scripts (i.e. the commands), start with index 1
for( int i = 1; i < INT_MAX; i++ ) {
idStr cmdPrefix = va( prefix + "cmd_%d_", i );
DM_LOG( LC_CONVERSATION, LT_DEBUG )LOGSTRING( "Attempting to find command with index %d matching prefix %s.\r", i, cmdPrefix.c_str() );
if( dict.MatchPrefix( cmdPrefix ) != NULL ) {
// Found a matching "conv_N_cmd_M..." spawnarg, start parsing
ConversationCommandPtr cmd( new ConversationCommand );
// Let the command parse itself
if( cmd->Parse( dict, cmdPrefix ) ) {
// Parsing succeeded, add this to the command list
_commands.Append( cmd );
}
} else {
DM_LOG( LC_CONVERSATION, LT_DEBUG )LOGSTRING( "No match found, terminating loop on index %d.\r", i );
break;
}
}
DM_LOG( LC_CONVERSATION, LT_DEBUG )LOGSTRING( "%d Commands found for Conversation %s.\r", _commands.Num(), _name.c_str() );
// Sanity check the commands
if( _commands.Num() == 0 ) {
// No commands, what kind of conversation is this?
_isValid = false;
gameLocal.Warning( "Ignoring conversation %s as it has no commands.", _name.c_str() );
return;
}
// Sanity check the talk distance
if( _talkDistance <= 0.0f ) {
_isValid = false;
gameLocal.Warning( "Ignoring conversation %s as it has a talk distance <= 0.", _name.c_str() );
return;
}
// get max play count, default is -1, which means infinitely often
_maxPlayCount = dict.GetInt( prefix + "max_play_count", "-1" );
// per default, the actors should be within talk distance before they start talking
_actorsMustBeWithinTalkDistance = dict.GetBool( prefix + "actors_must_be_within_talkdistance", "1" );
_actorsAlwaysFaceEachOtherWhileTalking = dict.GetBool( prefix + "actors_always_face_each_other_while_talking", "1" );
// greebo: For conversations with one actor some flags don't make sense
if( _actors.Num() == 1 ) {
_actorsMustBeWithinTalkDistance = false;
_actorsAlwaysFaceEachOtherWhileTalking = false;
}
// Seems like we have everything we need
_isValid = true;
}